Replace contexts with resources

- Implements a new macro to generate code for a new structure: TypeMap
- TypeMaps are wrappers for HashMaps that use TypeIDs as keys.
- Refactor the entire codebase to use the new resource structures.
- This commit is the first step towards getting rid of "god context objects everywhere".
This commit is contained in:
reo 2025-10-15 22:33:04 +03:00
parent 6e42d94b44
commit ef055a1bda
16 changed files with 287 additions and 93 deletions

View file

@ -5,7 +5,10 @@ use winit::event::{ElementState, Event, MouseButton, WindowEvent};
use winit::keyboard::{KeyCode, PhysicalKey};
use winit::window::CursorGrabMode;
use raidillon_assets::model_path;
use raidillon_platform::Camera;
use raidillon_platform::{Camera, PlatformContext};
use crate::input::InputState;
use crate::resources::EngineResources;
use raidillon_core::scene::Scene;
pub struct FPSDebugCameraSystem {
mouse_delta: (f64, f64),
@ -32,20 +35,22 @@ impl Default for FPSDebugCameraSystem {
}
impl System for FPSDebugCameraSystem {
fn load_world(&mut self, ctx: &mut SystemContext) {
ctx.scene.world.spawn((Camera {
fn load_world(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let pctx = res.get::<PlatformContext>().unwrap();
scene.world.spawn((Camera {
eye: Vec3::new(0.0, 0.0, 2.0),
center: Vec3::ZERO,
up: Vec3::Y,
fovy: 60_f32.to_radians(),
aspect: ctx.platform_context.frame_width / ctx.platform_context.frame_height,
aspect: pctx.frame_width / pctx.frame_height,
znear: 0.1,
zfar: 100.0,
},));
}
fn handle_event(&mut self, ctx: &mut SystemContext) {
let event2 = ctx.platform_context.current_event.clone();
fn handle_event(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let pctx = res.get::<PlatformContext>().unwrap();
let event2 = pctx.current_event.clone();
match event2 {
Event::DeviceEvent { device_id, event} => {
match event {
@ -60,7 +65,7 @@ impl System for FPSDebugCameraSystem {
WindowEvent::MouseInput { state, button, .. } => {
if button == MouseButton::Right {
// blood and tear
let window = ctx.platform_context.window.lock().unwrap();
let window = pctx.window.lock().unwrap();
match state {
ElementState::Pressed => {
if window
@ -86,7 +91,10 @@ impl System for FPSDebugCameraSystem {
}
}
fn frame_update(&mut self, ctx: &mut SystemContext) {
fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let pctx = res.get::<PlatformContext>().unwrap();
let input = res.get::<InputState>().unwrap();
if self.mouse_enabled {
self.yaw += self.mouse_delta.0 as f32 * self.sensitivity;
self.pitch -= self.mouse_delta.1 as f32 * self.sensitivity;
@ -95,22 +103,21 @@ impl System for FPSDebugCameraSystem {
let front = self.front();
let right_vec = front.cross(Vec3::Y).normalize();
let input = ctx.input_state.borrow_mut();
if input.key_held(KeyCode::KeyW) {
self.position += front * ctx.platform_context.time_ctx.frame_dt * self.speed;
self.position += front * pctx.time_ctx.frame_dt * self.speed;
}
if input.key_held(KeyCode::KeyS) {
self.position -= front * ctx.platform_context.time_ctx.frame_dt * self.speed;
self.position -= front * pctx.time_ctx.frame_dt * self.speed;
}
if input.key_held(KeyCode::KeyA) {
self.position -= right_vec * ctx.platform_context.time_ctx.frame_dt * self.speed;
self.position -= right_vec * pctx.time_ctx.frame_dt * self.speed;
}
if input.key_held(KeyCode::KeyD) {
self.position += right_vec * ctx.platform_context.time_ctx.frame_dt * self.speed;
self.position += right_vec * pctx.time_ctx.frame_dt * self.speed;
}
ctx.scene.world.query_mut::<&mut Camera>().into_iter().for_each(|(_, camera)| {
scene.world.query_mut::<&mut Camera>().into_iter().for_each(|(_, camera)| {
camera.eye = self.position;
camera.center = self.position + front;
});